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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#3662 | |
Helmsman
![]() Join Date: Apr 2010
Location: underwater
Posts: 107
Downloads: 333
Uploads: 0
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#3663 |
Bosun
![]() Join Date: Jul 2008
Posts: 64
Downloads: 115
Uploads: 0
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Two questions:
1) Has anybody gotten this to work with the version of the game that is available from Gamersgate? 2) Should the exe fixer be run before installing GWX (assuming yes to this). |
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#3664 |
Eternal Patrol
Join Date: May 2012
Location: mod soup bar and grill
Posts: 1,756
Downloads: 998
Uploads: 0
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install after GWX
and what is gamersgate i never heard of it. |
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#3665 |
Sonar Guy
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Yes! I install this and Stiebler Add-on on version from Gamersgate, just two weeks ago. No problem for me.
__________________
If you ride like lightning, you're gonna crash like thunder. |
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#3666 |
Bosun
![]() Join Date: Jul 2008
Posts: 64
Downloads: 115
Uploads: 0
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Thanks, Tycho.
DesertStriker, Gamersgate is a good online game store. Worth checking out if you're in the mood to buy or browse. |
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#3667 |
Eternal Patrol
Join Date: May 2012
Location: mod soup bar and grill
Posts: 1,756
Downloads: 998
Uploads: 0
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unfortunatly my wallet and i are not on speaking terms because of the steam summer sale atm
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#3668 |
Stowaway
Posts: n/a
Downloads:
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Hello. gentlemen!
After succesfully patching sh3.exe and then adding the new messages, at the last step (adding the AI-Subs for the Wolfpack Mod) I have a problem: I am trying to add the AI subs, but I am not sure where to do it, since my last [Unit xxxx] doesn't have a corresponding [Unit xxxx.Waypoint 1]. And my last [Unit xxxx] is not a "fixed" one, it's a Hunt I Class DD. These are my last [Unit xxxx] and [Unit xxxx.Waypoint 1] entries from the Campaign_SCR.mis file: [Unit 6610] Name=Hunt I Class#5 Class=DDHuntI Type=4 Origin=British Side=1 Commander=0 CargoExt=-1 CargoInt=-1 CfgDate=19390101 DeleteOnLastWaypoint=false DockedShip=false GameEntryDate=19430523 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=1243556.000000 Lat=4425244.000000 Height=0.000000 Heading=36.665638 Speed=0.000000 CrewRating=3 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 RandStartRadius=0.000000 NextWP=0 [Unit 6610.Waypoint 1] Speed=0.000000 Radius=0.000000 Loop=-1 LoopProbability=100 Long=1243891.000000 Lat=4425694.000000 Height=0.000000 [Unit 6611] Name=Hunt I Class#6 Class=DDHuntI Type=4 Origin=British Side=1 Commander=0 CargoExt=-1 CargoInt=-1 CfgDate=19390101 DeleteOnLastWaypoint=true DockedShip=false GameEntryDate=19430223 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=2881772.000000 Lat=3850324.000000 Height=0.000000 Heading=45.000000 Speed=0.000000 CrewRating=3 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 RandStartRadius=0.000000 NextWP=0 [OrdnanceUnit 1] Name=AntiSubNet#1 Class=AntiSubNet Type=501 Origin=Netherland Side=0 GameEntryDate=19380101 GameEntryTime=0 GameExitDate=19400514 GameExitTime=500 Long=512207.000000 Lat=6211682.000000 Height=-8.000000 Heading=219.892242 RandStartRadius=0.000000 Density=0.000000 HeightIntervalMin=-1.000000 HeightIntervalMax=0.000000 NextWP=0 [OrdnanceUnit 1.Waypoint 1] Speed=0.000000 Radius=0.000000 Loop=-1 LoopProbability=100 Long=509716.437500 Lat=6208702.500000 Height=-8.000000 So, where should I insert the AI subs? Variant a or b? a. [Unit 6610] Name=Hunt I Class#5 Class=DDHuntI Type=4 Origin=British Side=1 Commander=0 CargoExt=-1 CargoInt=-1 CfgDate=19390101 DeleteOnLastWaypoint=false DockedShip=false GameEntryDate=19430523 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=1243556.000000 Lat=4425244.000000 Height=0.000000 Heading=36.665638 Speed=0.000000 CrewRating=3 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 RandStartRadius=0.000000 NextWP=0 [Unit 6610.Waypoint 1] Speed=0.000000 Radius=0.000000 Loop=-1 LoopProbability=100 Long=1243891.000000 Lat=4425694.000000 Height=0.000000 HERE to insert AI subs, with a starting unit number of 6611 and and ending one of 6622 and then, also change the following Hunt I Class unit name from 6611 to 6623? [Unit 6611] Name=Hunt I Class#6 Class=DDHuntI Type=4 Origin=British Side=1 Commander=0 CargoExt=-1 CargoInt=-1 CfgDate=19390101 DeleteOnLastWaypoint=true DockedShip=false GameEntryDate=19430223 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=2881772.000000 Lat=3850324.000000 Height=0.000000 Heading=45.000000 Speed=0.000000 CrewRating=3 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 RandStartRadius=0.000000 NextWP=0 [OrdnanceUnit 1] Name=AntiSubNet#1 Class=AntiSubNet Type=501 Origin=Netherland Side=0 GameEntryDate=19380101 GameEntryTime=0 GameExitDate=19400514 GameExitTime=500 Long=512207.000000 Lat=6211682.000000 Height=-8.000000 Heading=219.892242 RandStartRadius=0.000000 Density=0.000000 HeightIntervalMin=-1.000000 HeightIntervalMax=0.000000 NextWP=0 [OrdnanceUnit 1.Waypoint 1] Speed=0.000000 Radius=0.000000 Loop=-1 LoopProbability=100 Long=509716.437500 Lat=6208702.500000 Height=-8.000000 b. [Unit 6610] Name=Hunt I Class#5 Class=DDHuntI Type=4 Origin=British Side=1 Commander=0 CargoExt=-1 CargoInt=-1 CfgDate=19390101 DeleteOnLastWaypoint=false DockedShip=false GameEntryDate=19430523 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=1243556.000000 Lat=4425244.000000 Height=0.000000 Heading=36.665638 Speed=0.000000 CrewRating=3 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 RandStartRadius=0.000000 NextWP=0 [Unit 6610.Waypoint 1] Speed=0.000000 Radius=0.000000 Loop=-1 LoopProbability=100 Long=1243891.000000 Lat=4425694.000000 Height=0.000000 [Unit 6611] Name=Hunt I Class#6 Class=DDHuntI Type=4 Origin=British Side=1 Commander=0 CargoExt=-1 CargoInt=-1 CfgDate=19390101 DeleteOnLastWaypoint=true DockedShip=false GameEntryDate=19430223 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=2881772.000000 Lat=3850324.000000 Height=0.000000 Heading=45.000000 Speed=0.000000 CrewRating=3 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 RandStartRadius=0.000000 NextWP=0 HERE to insert AI subs, with a starting unit number of 6612 and and ending one of 6623 [OrdnanceUnit 1] Name=AntiSubNet#1 Class=AntiSubNet Type=501 Origin=Netherland Side=0 GameEntryDate=19380101 GameEntryTime=0 GameExitDate=19400514 GameExitTime=500 Long=512207.000000 Lat=6211682.000000 Height=-8.000000 Heading=219.892242 RandStartRadius=0.000000 Density=0.000000 HeightIntervalMin=-1.000000 HeightIntervalMax=0.000000 NextWP=0 [OrdnanceUnit 1.Waypoint 1] Speed=0.000000 Radius=0.000000 Loop=-1 LoopProbability=100 Long=509716.437500 Lat=6208702.500000 Height=-8.000000 Thank you in advance for any info! Last edited by mkIpetrucci; 07-20-13 at 10:29 AM. |
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#3669 |
Eternal Patrol
Join Date: May 2012
Location: mod soup bar and grill
Posts: 1,756
Downloads: 998
Uploads: 0
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you might not like this suggestion but here it goes. back up the original file and "play" the file and see what works. if you get a CTD you know you did something wrong if the wolfpack test single mission fails to do something correctly try agian.
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#3670 |
Samurai Navy
![]() Join Date: Dec 2012
Location: Germany
Posts: 596
Downloads: 201
Uploads: 0
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Thanks for the great patch h.sie
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#3671 | |
Machinist's Mate
![]() Join Date: Jun 2011
Location: N 50 4 E 14 25
Posts: 127
Downloads: 266
Uploads: 0
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From end of year 42 alies destroy HUGE amount of german uboat. So old, expirienced seawolf captains was laying in his cold, steel U-coffin and kriegsmarine was pushed to train new captains and crews in big hurry and thats it. One problem was solved - the technical one. But second shows up - the human one. Germany has big problem with unexpirienced crews. Meybe this is why percentage of failures was the same even the statistics (and tests) shows, that technical problem was solved. |
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#3672 |
Machinist's Mate
![]() Join Date: Jun 2011
Location: N 50 4 E 14 25
Posts: 127
Downloads: 266
Uploads: 0
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No, history don't remember everything, because the winners are writing history. :-)
Last edited by JeromeHeretic; 08-01-13 at 09:17 PM. |
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#3673 | |
Planesman
![]() Join Date: Nov 2011
Posts: 191
Downloads: 50
Uploads: 0
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Hi JeromeHeretic, thank you very much for your thoughts. From what i read, i kept in mind that Dönitz was insisting on a good education for the u-boat crews - at least for half a year in the "AGRU Front". This was supposed to be true. Others (Suhren) told anything else: training was getting worse when the war proceeded. Another thing i was stumbling upon: if the kaleuns didn´t know that there were so many duds, they couldn´t explain torpedo failures as duds. From where should they have known this? In the best case, the failure was "unexplainable" else it was supposed to be a miss due to wrong torpedo solution. Hm... Greetings. |
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#3674 |
Watch
![]() Join Date: Jul 2013
Posts: 16
Downloads: 66
Uploads: 0
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@Makman94, Rubini or h.sie
Regarding Night Vision Fix. Hi guys, The help file for this mod recommends changing sensors.cfg parameter - Visual light factor to 0.8. Currently its 5.0 in GWX, that seems a big change, will it change the viablity of night surface attacks compared to GWX? Cheers, Neug |
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#3675 |
Watch
![]() Join Date: Jul 2013
Posts: 16
Downloads: 66
Uploads: 0
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@Leitender
I think if the following was programmed it would fix the experience you are having with the hydrophone. The hardest part would be finding where RPM is stored. If (DIESELS == ON) AND RPM>0 { HYDROFONES = OFF; } Neug |
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